Compare commits
	
		
			10 Commits
		
	
	
		
			31db98c4c1
			...
			f5469d85e1
		
	
	| Author | SHA1 | Date | |
|---|---|---|---|
| f5469d85e1 | |||
| da0815ac8b | |||
| 725c8d8fa3 | |||
| b6477b6617 | |||
| 97a20a02b2 | |||
| 5cc00590f7 | |||
| f7ba23fb17 | |||
| 35085524d3 | |||
| 88c08edfef | |||
| 14bf8435da | 
@ -71,8 +71,8 @@
 | 
			
		||||
  </ImportGroup>
 | 
			
		||||
  <PropertyGroup Label="UserMacros" />
 | 
			
		||||
  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
 | 
			
		||||
    <IncludePath>T:\Privat\Daniel\Selfmade\libraries\glad\include;T:\Privat\Daniel\Selfmade\libraries\glfw\include;$(IncludePath)</IncludePath>
 | 
			
		||||
    <LibraryPath>T:\Privat\Daniel\Selfmade\libraries\glfw\lib;$(LibraryPath)</LibraryPath>
 | 
			
		||||
    <IncludePath>$(OPENGL_LIBS)\assimp;$(OPENGL_LIBS)\glad\include;$(OPENGL_LIBS)\glfw\include;$(OPENGL_LIBS)\glm;$(IncludePath)</IncludePath>
 | 
			
		||||
    <LibraryPath>$(OPENGL_LIBS)\glfw\lib;$(LibraryPath)</LibraryPath>
 | 
			
		||||
  </PropertyGroup>
 | 
			
		||||
  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
 | 
			
		||||
    <IncludePath>$(OPENGL_LIBS)\glm;C:\Users\Daniel\Documents\SelfmadeProgramme\libraries\glad\include;C:\Users\Daniel\Documents\SelfmadeProgramme\libraries\glfw\include;$(IncludePath)</IncludePath>
 | 
			
		||||
@ -151,6 +151,8 @@
 | 
			
		||||
    </CopyFileToFolders>
 | 
			
		||||
  </ItemGroup>
 | 
			
		||||
  <ItemGroup>
 | 
			
		||||
    <ClInclude Include="lights\directionalLight.h" />
 | 
			
		||||
    <ClInclude Include="lights\pointLight.h" />
 | 
			
		||||
    <ClInclude Include="object\game_object.h" />
 | 
			
		||||
    <ClInclude Include="util\camera\camera.h" />
 | 
			
		||||
    <ClInclude Include="Exceptions\IOException.h" />
 | 
			
		||||
@ -167,6 +169,8 @@
 | 
			
		||||
  <ItemGroup>
 | 
			
		||||
    <Image Include="images\awesomeface.png" />
 | 
			
		||||
    <Image Include="images\container.jpg" />
 | 
			
		||||
    <Image Include="images\container2.png" />
 | 
			
		||||
    <Image Include="images\container2_specular.png" />
 | 
			
		||||
    <Image Include="images\wall.jpg" />
 | 
			
		||||
  </ItemGroup>
 | 
			
		||||
  <ItemGroup>
 | 
			
		||||
 | 
			
		||||
@ -65,6 +65,12 @@
 | 
			
		||||
    <ClInclude Include="vertices.h">
 | 
			
		||||
      <Filter>Header Files</Filter>
 | 
			
		||||
    </ClInclude>
 | 
			
		||||
    <ClInclude Include="lights\directionalLight.h">
 | 
			
		||||
      <Filter>Header Files</Filter>
 | 
			
		||||
    </ClInclude>
 | 
			
		||||
    <ClInclude Include="lights\pointLight.h">
 | 
			
		||||
      <Filter>Header Files</Filter>
 | 
			
		||||
    </ClInclude>
 | 
			
		||||
  </ItemGroup>
 | 
			
		||||
  <ItemGroup>
 | 
			
		||||
    <CopyFileToFolders Include="Shaders\default\default.frag" />
 | 
			
		||||
@ -82,6 +88,12 @@
 | 
			
		||||
    <Image Include="images\awesomeface.png">
 | 
			
		||||
      <Filter>Resource Files</Filter>
 | 
			
		||||
    </Image>
 | 
			
		||||
    <Image Include="images\container2.png">
 | 
			
		||||
      <Filter>Resource Files</Filter>
 | 
			
		||||
    </Image>
 | 
			
		||||
    <Image Include="images\container2_specular.png">
 | 
			
		||||
      <Filter>Resource Files</Filter>
 | 
			
		||||
    </Image>
 | 
			
		||||
  </ItemGroup>
 | 
			
		||||
  <ItemGroup>
 | 
			
		||||
    <None Include="shaders\default\simple.vert" />
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		||||
 | 
			
		||||
							
								
								
									
										
											BIN
										
									
								
								src/Engine/images/container2.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										
											BIN
										
									
								
								src/Engine/images/container2.png
									
									
									
									
									
										Normal file
									
								
							
										
											Binary file not shown.
										
									
								
							| 
		 After Width: | Height: | Size: 457 KiB  | 
							
								
								
									
										
											BIN
										
									
								
								src/Engine/images/container2_specular.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										
											BIN
										
									
								
								src/Engine/images/container2_specular.png
									
									
									
									
									
										Normal file
									
								
							
										
											Binary file not shown.
										
									
								
							| 
		 After Width: | Height: | Size: 141 KiB  | 
							
								
								
									
										37
									
								
								src/Engine/lights/directionalLight.h
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										37
									
								
								src/Engine/lights/directionalLight.h
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,37 @@
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		||||
#pragma once
 | 
			
		||||
#include <glm/glm.hpp>
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		||||
#include "../shaders/Shader.h"
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		||||
 | 
			
		||||
namespace Nebulix 
 | 
			
		||||
{
 | 
			
		||||
 | 
			
		||||
struct DirectionalLight
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		||||
{
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		||||
public:
 | 
			
		||||
	DirectionalLight(glm::vec3 direction, glm::vec3 ambient, glm::vec3 diffuse, glm::vec3 specular)
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		||||
		: direction{ direction }, ambient{ambient}, diffuse{diffuse}, specular{specular}
 | 
			
		||||
	{
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/**
 | 
			
		||||
	Sets the values of a directional light in the shader
 | 
			
		||||
	name: The name of the variable in the shader. Needs to be a struct with the same components as this struct
 | 
			
		||||
	shader: The shader to set the values of
 | 
			
		||||
	*/
 | 
			
		||||
	void SetLight(std::string name, Shader& shader) 
 | 
			
		||||
	{
 | 
			
		||||
		shader.SetFloat(name + ".direction", direction);
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		||||
 | 
			
		||||
		shader.SetFloat(name + ".ambient", ambient);
 | 
			
		||||
		shader.SetFloat(name + ".diffuse", diffuse);
 | 
			
		||||
		shader.SetFloat(name + ".specular", specular);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	glm::vec3 direction;
 | 
			
		||||
 | 
			
		||||
	glm::vec3 ambient;
 | 
			
		||||
	glm::vec3 diffuse;
 | 
			
		||||
	glm::vec3 specular;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										45
									
								
								src/Engine/lights/pointLight.h
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										45
									
								
								src/Engine/lights/pointLight.h
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,45 @@
 | 
			
		||||
#pragma once
 | 
			
		||||
#include <glm/glm.hpp>
 | 
			
		||||
#include "../shaders/Shader.h"
 | 
			
		||||
 | 
			
		||||
namespace Nebulix
 | 
			
		||||
{
 | 
			
		||||
 | 
			
		||||
struct PointLight
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	PointLight(glm::vec3 &position, glm::vec3 &ambient, glm::vec3 &diffuse, glm::vec3 specular, float linear = 0.09f, float quadratic = 0.032f, float constant = 1.0f)
 | 
			
		||||
		: position{position}, ambient{ambient}, diffuse{diffuse}, specular{specular}, linear{linear}, quadratic{quadratic}, constant{constant}
 | 
			
		||||
	{
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/**
 | 
			
		||||
	Sets the values of a spot light in the shader
 | 
			
		||||
	name: The name of the variable in the shader. Needs to be a struct with the same components as this struct
 | 
			
		||||
	shader: The shader to set the values of
 | 
			
		||||
	*/
 | 
			
		||||
	void SetLight(std::string name, Shader &shader)
 | 
			
		||||
	{
 | 
			
		||||
		shader.SetFloat(name + ".position", position);
 | 
			
		||||
 | 
			
		||||
		shader.SetFloat(name + ".constant", constant);
 | 
			
		||||
		shader.SetFloat(name + ".linear", linear);
 | 
			
		||||
		shader.SetFloat(name + ".quadratic", quadratic);
 | 
			
		||||
 | 
			
		||||
		shader.SetFloat(name + ".ambient", ambient);
 | 
			
		||||
		shader.SetFloat(name + ".diffuse", diffuse);
 | 
			
		||||
		shader.SetFloat(name + ".specular", specular);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	glm::vec3 position;
 | 
			
		||||
 | 
			
		||||
	float constant;
 | 
			
		||||
	float linear;
 | 
			
		||||
	float quadratic;
 | 
			
		||||
 | 
			
		||||
	glm::vec3 ambient;
 | 
			
		||||
	glm::vec3 diffuse;
 | 
			
		||||
	glm::vec3 specular;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
@ -12,13 +12,14 @@
 | 
			
		||||
#include "util/stb_image.h"
 | 
			
		||||
#include "util/camera/camera.h"
 | 
			
		||||
#include "object/game_object.h"
 | 
			
		||||
#include "lights/directionalLight.h"
 | 
			
		||||
#include "lights/pointLight.h"
 | 
			
		||||
 | 
			
		||||
#include "vertices.h"
 | 
			
		||||
 | 
			
		||||
// Continue: https://learnopengl.com/Lighting/Materials
 | 
			
		||||
// Continue: https://learnopengl.com/Model-Loading/Mesh
 | 
			
		||||
// Chapter: Not yet started
 | 
			
		||||
//
 | 
			
		||||
// TODO: look at project->properties->VC++ Directories-> change everything to the Environment var
 | 
			
		||||
// For the "real" Nebulix Engine setup everything so it can be compiled/used with VSCode/CLion and not just VS 
 | 
			
		||||
// (so basically having an "external" folder which has open gl, GLAD, GLM, stb_image etc. in it or something like this)
 | 
			
		||||
 | 
			
		||||
@ -146,6 +147,12 @@ int main()
 | 
			
		||||
		vec3(1.5f,  0.2f, -1.5f),
 | 
			
		||||
		vec3(-1.3f,  1.0f, -1.5f)
 | 
			
		||||
	};
 | 
			
		||||
	std::vector<vec3> pointLightPositions = {
 | 
			
		||||
		vec3(0.7f,  0.2f,  2.0f),
 | 
			
		||||
		vec3(2.3f, -3.3f, -4.0f),
 | 
			
		||||
		vec3(-4.0f,  2.0f, -12.0f),
 | 
			
		||||
		vec3(0.0f,  0.0f, -3.0f)
 | 
			
		||||
	};
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
	std::string lightingVertexPath = "shaders/default/default.vert", lampVertexPath = "shaders/default/simple.vert";
 | 
			
		||||
@ -167,20 +174,35 @@ int main()
 | 
			
		||||
	}
 | 
			
		||||
	glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
 | 
			
		||||
	
 | 
			
		||||
	// TEXTURES
 | 
			
		||||
	//Texture2D containerImage("images/container.jpg");
 | 
			
		||||
	//Texture2D faceImage("images/awesomeface.png", 0, GL_RGBA);
 | 
			
		||||
	
 | 
			
		||||
	std::vector<float> verts(std::begin(vertices_cube_normals), std::end(vertices_cube_normals));
 | 
			
		||||
	std::vector<Nebulix::VertexAttribute> vertexAttribs = { Nebulix::VertexAttribute(), Nebulix::VertexAttribute() };
 | 
			
		||||
	Nebulix::GameObject cube(verts, vertexAttribs);
 | 
			
		||||
	vec3 lightPosition = glm::vec3(1.2f, 1.0f, 2.0f);
 | 
			
		||||
	Nebulix::GameObject lightBulb(verts, vertexAttribs, lightPosition, glm::vec3(0.2f));
 | 
			
		||||
	Texture2D diffuseMap("images/container2.png", GL_RGBA);
 | 
			
		||||
	Texture2D specularMap("images/container2_specular.png", GL_RGBA);
 | 
			
		||||
 | 
			
		||||
	std::vector<Nebulix::GameObject> allObjects = std::vector<Nebulix::GameObject>();
 | 
			
		||||
	std::vector<float> objVerts(std::begin(vertices_cube_normals), std::end(vertices_cube_normals));
 | 
			
		||||
	std::vector<float> lightVerts(std::begin(vertices_cube_normals), std::end(vertices_cube_normals));
 | 
			
		||||
	std::vector<Nebulix::VertexAttribute> objVertexAttribs = { Nebulix::VertexAttribute(), Nebulix::VertexAttribute(), Nebulix::VertexAttribute(2) };
 | 
			
		||||
	std::vector<Nebulix::VertexAttribute> lightVertexAttribs = { Nebulix::VertexAttribute()};
 | 
			
		||||
	Nebulix::GameObject cube(objVerts, objVertexAttribs);
 | 
			
		||||
	vec3 lightPosition = glm::vec3(1.2f, 1.0f, 2.0f);
 | 
			
		||||
	Nebulix::GameObject lightBulb(lightVerts, objVertexAttribs, lightPosition, glm::vec3(0.2f));
 | 
			
		||||
 | 
			
		||||
	auto allObjects = std::vector<Nebulix::GameObject>();
 | 
			
		||||
	allObjects.push_back(cube);
 | 
			
		||||
	allObjects.push_back(lightBulb);
 | 
			
		||||
 | 
			
		||||
	vec3 diffuseColour = vec3(1.0f);
 | 
			
		||||
	vec3 ambientColour = diffuseColour * vec3(0.1f);
 | 
			
		||||
 | 
			
		||||
	Nebulix::DirectionalLight dirLight(vec3(-0.2f, -1.0f, -0.3f), ambientColour, vec3(0.4f), vec3(0.5f));
 | 
			
		||||
	auto pointLights = std::vector<Nebulix::PointLight>();
 | 
			
		||||
	Nebulix::PointLight pLight1(pointLightPositions[0], ambientColour, diffuseColour, vec3(1.0f));
 | 
			
		||||
	Nebulix::PointLight pLight2(pointLightPositions[1], ambientColour, diffuseColour, vec3(1.0f));
 | 
			
		||||
	Nebulix::PointLight pLight3(pointLightPositions[2], ambientColour, diffuseColour, vec3(1.0f));
 | 
			
		||||
	Nebulix::PointLight pLight4(pointLightPositions[3], ambientColour, diffuseColour, vec3(1.0f));
 | 
			
		||||
	pointLights.push_back(pLight1);
 | 
			
		||||
	pointLights.push_back(pLight2);
 | 
			
		||||
	pointLights.push_back(pLight3);
 | 
			
		||||
	pointLights.push_back(pLight4);
 | 
			
		||||
 | 
			
		||||
	// main loop
 | 
			
		||||
	while(!glfwWindowShouldClose(window))
 | 
			
		||||
	{
 | 
			
		||||
@ -198,31 +220,70 @@ int main()
 | 
			
		||||
		for (size_t i = 0; i < allShaders.size(); i++)
 | 
			
		||||
		{
 | 
			
		||||
			auto shader = allShaders[i];
 | 
			
		||||
			auto model = allObjects[i].GetModelMatrix();
 | 
			
		||||
			glm::mat4 model = allObjects[i].GetModelMatrix();
 | 
			
		||||
 | 
			
		||||
			if(i == 0)
 | 
			
		||||
			{
 | 
			
		||||
				float angle = 20.0f * currentFrameTime;
 | 
			
		||||
				model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			shader->Use();
 | 
			
		||||
			shader->SetMatrix("viewMatrix", cam.GetViewMatrix()); // more or less the camera
 | 
			
		||||
			shader->SetMatrix("projectionMatrix", projectionMatrix);
 | 
			
		||||
			//shader->SetMatrix("modelMatrix", allObjects[i].GetModelMatrix());
 | 
			
		||||
			shader->SetMatrix("modelMatrix", model);
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		lighting->Use();
 | 
			
		||||
		lighting->SetFloat("lightColour", 1.0f, 1.0f, 1.0f);
 | 
			
		||||
		lighting->SetFloat("objectColour", 1.0f, 0.5f, 0.31f);
 | 
			
		||||
		lighting->SetFloat("lightPosition", lightPosition);
 | 
			
		||||
		lighting->SetInt("material.diffuseMap", 0);
 | 
			
		||||
		lighting->SetInt("material.specularMap", 1);
 | 
			
		||||
		lighting->SetFloat("material.specularColour", 0.5f, 0.5f, 0.5f);
 | 
			
		||||
		lighting->SetFloat("material.shininess", 32.0f);
 | 
			
		||||
 | 
			
		||||
		dirLight.SetLight("dirLight", *lighting.get());
 | 
			
		||||
		for (size_t i = 0; i < pointLights.size(); i++)
 | 
			
		||||
		{
 | 
			
		||||
			pointLights[i].SetLight("pointLights[" + std::to_string(i) + "]", *lighting.get());
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		//lighting->SetFloat("spotLight.ambientIntensity", ambientColour);
 | 
			
		||||
		//lighting->SetFloat("spotLight.diffuseIntensity", diffuseColour);
 | 
			
		||||
		//lighting->SetFloat("spotLight.specularIntensity", 1.0f, 1.0f, 1.0f);
 | 
			
		||||
		//lighting->SetFloat("spotLight.position", cam.Position);
 | 
			
		||||
		//lighting->SetFloat("spotLight.direction", cam.Front);
 | 
			
		||||
		//lighting->SetFloat("spotLight.cutOffAngle", glm::cos(glm::radians(12.5f)));
 | 
			
		||||
		//lighting->SetFloat("spotLight.outerCutOffAngle", glm::cos(glm::radians(20.0f)));
 | 
			
		||||
		lighting->SetFloat("viewPosition", cam.Position);
 | 
			
		||||
		//lighting->SetFloat("spotLight.constant", 1.0f);
 | 
			
		||||
		//lighting->SetFloat("spotLight.linear", 0.09f);
 | 
			
		||||
		//lighting->SetFloat("spotLight.quadratic", 0.032f);
 | 
			
		||||
 | 
			
		||||
		diffuseMap.BindTexture();
 | 
			
		||||
		specularMap.BindTexture(GL_TEXTURE1);
 | 
			
		||||
 | 
			
		||||
		for (size_t i = 0; i < allObjects.size(); i++)
 | 
			
		||||
		{
 | 
			
		||||
			allShaders[i]->Use();
 | 
			
		||||
			allObjects[i].Draw();
 | 
			
		||||
 | 
			
		||||
			if (i == 0)
 | 
			
		||||
			{
 | 
			
		||||
				for (size_t j = 0; j < 10; j++)
 | 
			
		||||
				{
 | 
			
		||||
					allObjects[i].Position = cubePositions[j];
 | 
			
		||||
					glm::mat4 model = allObjects[i].GetModelMatrix();
 | 
			
		||||
					float angle = 20.0f * j;// * currentFrameTime;
 | 
			
		||||
					model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
 | 
			
		||||
					
 | 
			
		||||
					allShaders[i]->SetMatrix("modelMatrix", model);
 | 
			
		||||
					allObjects[i].Draw();
 | 
			
		||||
				}
 | 
			
		||||
			}
 | 
			
		||||
			else
 | 
			
		||||
			{
 | 
			
		||||
				for (size_t j = 0; j < 4; j++)
 | 
			
		||||
				{
 | 
			
		||||
					allObjects[i].Position = pointLightPositions[j];
 | 
			
		||||
					glm::mat4 model = allObjects[i].GetModelMatrix();
 | 
			
		||||
					
 | 
			
		||||
					allShaders[i]->SetMatrix("modelMatrix", model);
 | 
			
		||||
					allObjects[i].Draw();
 | 
			
		||||
				}
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		glfwSwapBuffers(window);
 | 
			
		||||
 | 
			
		||||
@ -54,7 +54,7 @@ namespace Nebulix
 | 
			
		||||
			glDeleteBuffers(1, &vertexBuffer);
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		// NOTE: This method will not call "Shader.Use()" but will not set any properties.
 | 
			
		||||
		// NOTE: This method will not call "Shader.Use()" and will not set any properties.
 | 
			
		||||
		// This is because I do not know the names and values of the properties. Most likely this will be possible after learning about materials
 | 
			
		||||
		void Draw()
 | 
			
		||||
		{
 | 
			
		||||
 | 
			
		||||
@ -1,28 +1,128 @@
 | 
			
		||||
#version 330 core
 | 
			
		||||
 | 
			
		||||
#define NR_POINT_LIGHTS 4
 | 
			
		||||
 | 
			
		||||
struct Material {
 | 
			
		||||
	sampler2D diffuseMap;
 | 
			
		||||
	sampler2D specularMap;
 | 
			
		||||
	float shininess;
 | 
			
		||||
};
 | 
			
		||||
struct SpotLight {
 | 
			
		||||
	vec3 position;
 | 
			
		||||
	vec3 direction;
 | 
			
		||||
	float cutOffAngle;
 | 
			
		||||
	float outerCutOffAngle;
 | 
			
		||||
  
 | 
			
		||||
	vec3 ambient;
 | 
			
		||||
	vec3 diffuse;
 | 
			
		||||
	vec3 specular;
 | 
			
		||||
 | 
			
		||||
	float constant;
 | 
			
		||||
	float linear;
 | 
			
		||||
	float quadratic;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
struct DirectionalLight {
 | 
			
		||||
	vec3 direction;
 | 
			
		||||
 | 
			
		||||
	vec3 ambient;
 | 
			
		||||
	vec3 diffuse;
 | 
			
		||||
	vec3 specular;
 | 
			
		||||
};
 | 
			
		||||
struct PointLight {
 | 
			
		||||
	vec3 position;
 | 
			
		||||
 | 
			
		||||
	float constant;
 | 
			
		||||
	float linear;
 | 
			
		||||
	float quadratic;
 | 
			
		||||
 | 
			
		||||
	vec3 ambient;
 | 
			
		||||
	vec3 diffuse;
 | 
			
		||||
	vec3 specular;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
out vec4 FragColor;
 | 
			
		||||
 | 
			
		||||
uniform vec3 lightColour, objectColour;
 | 
			
		||||
uniform vec3 lightPosition, viewPosition;
 | 
			
		||||
uniform vec3 viewPosition;
 | 
			
		||||
uniform Material material;
 | 
			
		||||
uniform DirectionalLight dirLight;
 | 
			
		||||
uniform PointLight pointLights[NR_POINT_LIGHTS];
 | 
			
		||||
uniform SpotLight spotLight;
 | 
			
		||||
 | 
			
		||||
in vec3 FragmentPos;
 | 
			
		||||
in vec2 TexCoords;
 | 
			
		||||
in vec3 FragPos;
 | 
			
		||||
in vec3 Normal;
 | 
			
		||||
 | 
			
		||||
vec3 CalculateDirectionalLight(DirectionalLight light, vec3 normal, vec3 viewDir)
 | 
			
		||||
{
 | 
			
		||||
	vec3 lightDir = normalize(-light.direction);
 | 
			
		||||
 | 
			
		||||
	float diff = max(dot(normal, lightDir), 0.0);
 | 
			
		||||
 | 
			
		||||
	vec3 reflectionDir = reflect(-lightDir, normal);
 | 
			
		||||
	float spec = pow(max(dot(viewDir, reflectionDir), 0.0), material.shininess);
 | 
			
		||||
 | 
			
		||||
	vec3 ambient = light.ambient * vec3(texture(material.diffuseMap, TexCoords));
 | 
			
		||||
	vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuseMap, TexCoords));
 | 
			
		||||
	vec3 specular = light.specular * spec * vec3(texture(material.specularMap, TexCoords));
 | 
			
		||||
	
 | 
			
		||||
	return ambient + diffuse + specular;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
vec3 CalculatePointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
 | 
			
		||||
{
 | 
			
		||||
	vec3 lightDir = normalize(light.position - fragPos);
 | 
			
		||||
 | 
			
		||||
	float diff = max(dot(normal, lightDir), 0.0);
 | 
			
		||||
 | 
			
		||||
	vec3 reflectionDir = reflect(-lightDir, normal);
 | 
			
		||||
	float spec = pow(max(dot(viewDir, reflectionDir), 0.0), material.shininess);
 | 
			
		||||
 | 
			
		||||
	float distance = length(light.position - fragPos);
 | 
			
		||||
	float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
 | 
			
		||||
 | 
			
		||||
	vec3 ambientLight = light.ambient * texture(material.diffuseMap, TexCoords).rgb * attenuation;
 | 
			
		||||
	vec3 diffuseLight = light.diffuse * diff * texture(material.diffuseMap, TexCoords).rgb * attenuation;
 | 
			
		||||
	vec3 specularLight = light.specular * spec * texture(material.specularMap, TexCoords).rgb * attenuation;
 | 
			
		||||
 | 
			
		||||
	return ambientLight + diffuseLight + specularLight;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
vec3 CalculateSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
 | 
			
		||||
{
 | 
			
		||||
	vec3 lightDir = normalize(light.position - fragPos);
 | 
			
		||||
 | 
			
		||||
	float theta = dot(lightDir, normalize(-light.direction));
 | 
			
		||||
	float epsilon = light.cutOffAngle - light.outerCutOffAngle;
 | 
			
		||||
	float intensity = clamp((theta - light.outerCutOffAngle) / epsilon, 0.0, 1.0);
 | 
			
		||||
 | 
			
		||||
	float diff = max(dot(normal, lightDir), 0.0);
 | 
			
		||||
 | 
			
		||||
	vec3 reflectDir = reflect(-lightDir, normal);
 | 
			
		||||
	float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
 | 
			
		||||
 | 
			
		||||
	float distance = length(light.position - fragPos);
 | 
			
		||||
	float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
 | 
			
		||||
 | 
			
		||||
	vec3 ambientLight = light.ambient * texture(material.diffuseMap, TexCoords).rgb * attenuation;
 | 
			
		||||
	vec3 diffuseLight = light.diffuse * diff * texture(material.diffuseMap, TexCoords).rgb * attenuation * intensity;
 | 
			
		||||
	vec3 specularLight = light.specular * spec * texture(material.specularMap, TexCoords).rgb * attenuation * intensity;
 | 
			
		||||
 | 
			
		||||
	return ambientLight + diffuseLight + specularLight;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
void main()
 | 
			
		||||
{
 | 
			
		||||
	float ambientStrength = 0.1;
 | 
			
		||||
	vec3 ambientLight = lightColour * ambientStrength;
 | 
			
		||||
 | 
			
		||||
	vec3 normal = normalize(Normal);
 | 
			
		||||
	vec3 lightDir = normalize(lightPosition - FragmentPos);
 | 
			
		||||
	float diff = max(dot(normal, lightDir), 0.0);
 | 
			
		||||
	vec3 diffuseLight = diff * lightColour;
 | 
			
		||||
	vec3 viewDir = normalize(viewPosition - FragPos);
 | 
			
		||||
 | 
			
		||||
	float specularStrength = 0.5;
 | 
			
		||||
	vec3 viewDir = normalize(viewPosition - FragmentPos);
 | 
			
		||||
	vec3 reflectDir = reflect(-lightDir, normal);
 | 
			
		||||
	float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32); // The exponent (here 32) is the shininess of the specular highlight
 | 
			
		||||
	vec3 specularLight = specularStrength * spec * lightColour;
 | 
			
		||||
	vec3 result = CalculateDirectionalLight(dirLight, normal, viewDir);
 | 
			
		||||
	
 | 
			
		||||
	for(int i = 0; i < NR_POINT_LIGHTS; i++)
 | 
			
		||||
		result += CalculatePointLight(pointLights[i], normal, FragPos, viewDir);
 | 
			
		||||
 | 
			
		||||
	//result += CalculateSpotLight(spotLight, normal, FragPos, viewDir);
 | 
			
		||||
 | 
			
		||||
	vec3 result = (ambientLight + diffuseLight + specularLight) * objectColour;
 | 
			
		||||
	FragColor = vec4(result, 1.0);
 | 
			
		||||
} 
 | 
			
		||||
@ -1,19 +1,22 @@
 | 
			
		||||
#version 330 core
 | 
			
		||||
layout (location = 0) in vec3 aPos;
 | 
			
		||||
layout (location = 1) in vec3 normalVector;
 | 
			
		||||
layout (location = 2) in vec2 texCoords;
 | 
			
		||||
 | 
			
		||||
uniform mat4 modelMatrix;
 | 
			
		||||
uniform mat4 viewMatrix;
 | 
			
		||||
uniform mat4 projectionMatrix;
 | 
			
		||||
 | 
			
		||||
out vec3 FragmentPos;
 | 
			
		||||
out vec2 TexCoords;
 | 
			
		||||
out vec3 FragPos;
 | 
			
		||||
out vec3 Normal;
 | 
			
		||||
 | 
			
		||||
void main()
 | 
			
		||||
{
 | 
			
		||||
	// NOTE: inverse() is very costly to calculate, so the normal matrix should be calculated on the CPU and sent over (just like we do with the model matrix)
 | 
			
		||||
	Normal = mat3(transpose(inverse(modelMatrix))) * normalVector;
 | 
			
		||||
	FragmentPos = vec3((modelMatrix) * vec4(aPos, 1.0));
 | 
			
		||||
	FragPos = vec3((modelMatrix) * vec4(aPos, 1.0));
 | 
			
		||||
	TexCoords = texCoords;
 | 
			
		||||
	// note that we read the multiplication from right to left
 | 
			
		||||
    gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(aPos, 1.0);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@ -28,7 +28,7 @@ public:
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
	// maybe add a parameter for configuring mipmapping
 | 
			
		||||
	Texture2D(std::string pathToTexture, int desiredColourChannels = 0, GLenum fileFormat = GL_RGB) 
 | 
			
		||||
	Texture2D(std::string pathToTexture, GLenum fileFormat = GL_RGB, int desiredColourChannels = 0)
 | 
			
		||||
		: TextureWrapMode{GL_REPEAT}, MinifyingInterpolation{GL_LINEAR}, MagnifyingInterpolation{GL_LINEAR}
 | 
			
		||||
	{
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
@ -45,48 +45,49 @@ float vertices_cube[] = {
 | 
			
		||||
    -0.5f,  0.5f, -0.5f
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
float vertices_cube_normals[] = { // object coordinates; normal vector
 | 
			
		||||
    -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
 | 
			
		||||
     0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
 | 
			
		||||
     0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
 | 
			
		||||
     0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
 | 
			
		||||
    -0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
 | 
			
		||||
    -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,
 | 
			
		||||
float vertices_cube_normals[] = {
 | 
			
		||||
    // positions          // normals           // texture coords
 | 
			
		||||
    -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  0.0f, 0.0f,
 | 
			
		||||
     0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f, 0.0f,
 | 
			
		||||
     0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f, 1.0f,
 | 
			
		||||
     0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f, 1.0f,
 | 
			
		||||
    -0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  0.0f, 1.0f,
 | 
			
		||||
    -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  0.0f, 0.0f,
 | 
			
		||||
 | 
			
		||||
    -0.5f, -0.5f,  0.5f,  0.0f,  0.0f, 1.0f,
 | 
			
		||||
     0.5f, -0.5f,  0.5f,  0.0f,  0.0f, 1.0f,
 | 
			
		||||
     0.5f,  0.5f,  0.5f,  0.0f,  0.0f, 1.0f,
 | 
			
		||||
     0.5f,  0.5f,  0.5f,  0.0f,  0.0f, 1.0f,
 | 
			
		||||
    -0.5f,  0.5f,  0.5f,  0.0f,  0.0f, 1.0f,
 | 
			
		||||
    -0.5f, -0.5f,  0.5f,  0.0f,  0.0f, 1.0f,
 | 
			
		||||
    -0.5f, -0.5f,  0.5f,  0.0f,  0.0f, 1.0f,   0.0f, 0.0f,
 | 
			
		||||
     0.5f, -0.5f,  0.5f,  0.0f,  0.0f, 1.0f,   1.0f, 0.0f,
 | 
			
		||||
     0.5f,  0.5f,  0.5f,  0.0f,  0.0f, 1.0f,   1.0f, 1.0f,
 | 
			
		||||
     0.5f,  0.5f,  0.5f,  0.0f,  0.0f, 1.0f,   1.0f, 1.0f,
 | 
			
		||||
    -0.5f,  0.5f,  0.5f,  0.0f,  0.0f, 1.0f,   0.0f, 1.0f,
 | 
			
		||||
    -0.5f, -0.5f,  0.5f,  0.0f,  0.0f, 1.0f,   0.0f, 0.0f,
 | 
			
		||||
 | 
			
		||||
    -0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,
 | 
			
		||||
    -0.5f,  0.5f, -0.5f, -1.0f,  0.0f,  0.0f,
 | 
			
		||||
    -0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,
 | 
			
		||||
    -0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,
 | 
			
		||||
    -0.5f, -0.5f,  0.5f, -1.0f,  0.0f,  0.0f,
 | 
			
		||||
    -0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,
 | 
			
		||||
    -0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,  1.0f, 0.0f,
 | 
			
		||||
    -0.5f,  0.5f, -0.5f, -1.0f,  0.0f,  0.0f,  1.0f, 1.0f,
 | 
			
		||||
    -0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,  0.0f, 1.0f,
 | 
			
		||||
    -0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,  0.0f, 1.0f,
 | 
			
		||||
    -0.5f, -0.5f,  0.5f, -1.0f,  0.0f,  0.0f,  0.0f, 0.0f,
 | 
			
		||||
    -0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,  1.0f, 0.0f,
 | 
			
		||||
 | 
			
		||||
     0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,
 | 
			
		||||
     0.5f,  0.5f, -0.5f,  1.0f,  0.0f,  0.0f,
 | 
			
		||||
     0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,
 | 
			
		||||
     0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,
 | 
			
		||||
     0.5f, -0.5f,  0.5f,  1.0f,  0.0f,  0.0f,
 | 
			
		||||
     0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,
 | 
			
		||||
     0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,  1.0f, 0.0f,
 | 
			
		||||
     0.5f,  0.5f, -0.5f,  1.0f,  0.0f,  0.0f,  1.0f, 1.0f,
 | 
			
		||||
     0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,  0.0f, 1.0f,
 | 
			
		||||
     0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,  0.0f, 1.0f,
 | 
			
		||||
     0.5f, -0.5f,  0.5f,  1.0f,  0.0f,  0.0f,  0.0f, 0.0f,
 | 
			
		||||
     0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,  1.0f, 0.0f,
 | 
			
		||||
 | 
			
		||||
    -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,
 | 
			
		||||
     0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,
 | 
			
		||||
     0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,
 | 
			
		||||
     0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,
 | 
			
		||||
    -0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,
 | 
			
		||||
    -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,
 | 
			
		||||
    -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,  0.0f, 1.0f,
 | 
			
		||||
     0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,  1.0f, 1.0f,
 | 
			
		||||
     0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,  1.0f, 0.0f,
 | 
			
		||||
     0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,  1.0f, 0.0f,
 | 
			
		||||
    -0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,  0.0f, 0.0f,
 | 
			
		||||
    -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,  0.0f, 1.0f,
 | 
			
		||||
 | 
			
		||||
    -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,
 | 
			
		||||
     0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,
 | 
			
		||||
     0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,
 | 
			
		||||
     0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,
 | 
			
		||||
    -0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,
 | 
			
		||||
    -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f
 | 
			
		||||
    -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  0.0f, 1.0f,
 | 
			
		||||
     0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  1.0f, 1.0f,
 | 
			
		||||
     0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  1.0f, 0.0f,
 | 
			
		||||
     0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  1.0f, 0.0f,
 | 
			
		||||
    -0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  0.0f, 0.0f,
 | 
			
		||||
    -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  0.0f, 1.0f
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
float vertices_container[] = { // object coordinates, uv-coordinates
 | 
			
		||||
 | 
			
		||||
		Reference in New Issue
	
	Block a user